128 player tests: Feedback and Observations

General discussion of the Project Reality: BF2 modification.
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LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: 128 player tests: Feedback and Observations

Post by LithiumFox »

I actually don't care for the idea, but it is a good one.

My issue is more or less having that random hill on Qinling in A3..... (which is trees.... that's a completely viable and highly tactical location :roll :)

Which should be fixed with AASv4.

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
Ca6e
Posts: 231
Joined: 2008-12-08 12:40

Re: 128 player tests: Feedback and Observations

Post by Ca6e »

I was very excited at the start of testing, but now i have a lot of lag, and by watching players ping, if there is around 1 or 2 players with ping around 200(my ping around 60) everything start laging including voip chat. I also figured out that if i have lag, players with high ping play and hear my voip normal as there is nothing lagging.
But at the end i love it (whit or whitout lag)!
Hope it will be soon up and 100% working and also that 128 severs will multiplie as ants!
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: 128 player tests: Feedback and Observations

Post by BroCop »

LithiumFox wrote:I actually don't care for the idea, but it is a good one.

My issue is more or less having that random hill on Qinling in A3..... (which is trees.... that's a completely viable and highly tactical location :roll :)

Which should be fixed with AASv4.
Not really fair considering that the map is a old one and its design is linear
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Sidewinder Zulu
Posts: 2429
Joined: 2009-07-28 03:30

Re: 128 player tests: Feedback and Observations

Post by Sidewinder Zulu »

So, any idea when the next test will be?

Now that I finally have Mumble up and running I'm eager to play a 128 round with it enabled. :cool:
Haven't used Mumble in like a year, forgot how great it is.
chilean
Posts: 124
Joined: 2009-10-02 00:54

Re: 128 player tests: Feedback and Observations

Post by chilean »

The server worked fine for me i spend more than 12 hour playing last week and it seems to work fine however maps like Mutrah tended to drop my FPS, playing on regular server the average is 60 but on the 120 player server it was 35 average and in some alleys it tended to drop even more,

the only thing that really make me feel the game was improved (apart from adding more slots) it was because of the mumble use, it was long time i ago the last time I saw a only mumble user server, and it does increases the playability and the realism.

keep up good work guys, it looks fine although there something that has to be fix like not showing the othe players tags. and adding 1 more seate in the choppers as the SQ are 8 member and choppers has 8 seates.
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spawncaptain
Posts: 466
Joined: 2009-05-22 20:11

Re: 128 player tests: Feedback and Observations

Post by spawncaptain »

chilean wrote:it was long time i ago the last time I saw a only mumble user server, and it does increases the playability and the realism.
PRTA is full every night. Might be a bit early for you in Canada though.
User Ubaydah: "I used to play Call of Duty a lot and Battlefield 3. I am really good at those games 10th prestige, High K/d., I can kill people easily, etc. But on PR, for me, to be honest, I kind of suck."

User Not_able_to_kill: "Frontliner, you like evil man who comes to family house during christmas, takes out tree because it's too happy, so they can be just as sad as you"
Mahis
Posts: 37
Joined: 2009-05-16 08:48

Re: 128 player tests: Feedback and Observations

Post by Mahis »

[R-DEV]Rudd wrote:it does look awesome

any lonewolf is now gonna face at least 12 people rather than 6 :P
Awesome round. We had only our squad against that line at the first but we held it with power of mechinf. Once we pushed you back to the river it became pretty boring as qwai usually does..

And no, we dont need two same special kits in the squad. If u cant manage with one SAW and one medic, ur doing something wrong. More special kits/team could be useful, like marksman and granadier. If there will be more APCs, there should be more LATs.
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 player tests: Feedback and Observations

Post by KingKong.CCCP »

well... it's up again...
Nugiman
Posts: 358
Joined: 2008-06-25 11:42

Re: 128 player tests: Feedback and Observations

Post by Nugiman »

KingKong.CCCP wrote:well... it's up again...
lets join and have good games
Veni, Vidi, Pwnz0rz. - I came, I saw, I pwnd
imapanda
Posts: 2
Joined: 2010-11-14 01:42

Re: 128 player tests: Feedback and Observations

Post by imapanda »

How often is the server up? Is there a way to check?

How can I tell when a server has 128 player slots? Sorry, kinda new to this game. :S
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: 128 player tests: Feedback and Observations

Post by AfterDune »

The in-game serverbrowser will let you know ;) .
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KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 player tests: Feedback and Observations

Post by KingKong.CCCP »

Today we have some very exciting news to share regarding the future of the Project Reality! Following some recent developments in the Project Reality: BF2 modification, and some closed door talks with Electronic Arts, we are proud to announce the acquisition of Reality Studios by EA Games!

...

Remaining Project Reality: BF2 developers will be working on the next and final version to this long running modification, v0.96. This version will contain mostly bugfixes and some performance tweaks, as well as a few new assets for everyone to put to good use on the battlefield. It will not contain any new community factions, Vietnam, or 128 player support, as unfortunately this requires far too much work with the now small and limited team.
- The Reality Studios Team
All is lost! Oh, the humanity! :(

Last edited by KingKong.CCCP on 2011-04-01 10:42, edited 2 times in total.
Sidewinder Zulu
Posts: 2429
Joined: 2009-07-28 03:30

Re: 128 player tests: Feedback and Observations

Post by Sidewinder Zulu »

^

Today is April First, my friend. ;)
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: 128 player tests: Feedback and Observations

Post by LithiumFox »

Bring it back.... T_T 128 players is the only way i can play now.. it's like cocaine... T_T i just can't stopppppppp

I join a 64 player server and.. it just... it SUCKS. D: I miss the amount of people... it doesn't make it faster paced.. it just makes me more.... there. There's people i actually have to worry about D: But i know i have an equal amount of people to help me..

in 64 it feels like everyone does their own thing.. D:

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: 128 player tests: Feedback and Observations

Post by maarit »

on sisu server,there was still nametag problem today in gaza beach.
any solution to this?
Bellator
Posts: 511
Joined: 2009-07-13 13:52

Re: 128 player tests: Feedback and Observations

Post by Bellator »

God, mumble is incredibly annoying.
Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: 128 player tests: Feedback and Observations

Post by Elektro »

Bellator wrote:God, mumble is incredibly annoying.
You should consider to add a mute and unmute button.
Spush
Retired PR Developer
Posts: 4359
Joined: 2007-02-19 02:08

Re: 128 player tests: Feedback and Observations

Post by Spush »

Bellator wrote:God, mumble is incredibly annoying.
The only thing annoying about it is loading it up. Having full communication with squads, commanders and other squad members without having them all blasting their voices over the vbf2's current voip is annoying. Hearing everyone in 3d positional helps you figure out where everyone is. Also you get a radio, to talk to SL/Commanders...
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